Guide to Issue 13 Base Costs / Requirements


9thcircle

 

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Basic Telepad
Clockwork Winder, Temporal Sands, Simple Chemical, Psionic Manifestation
Alchemical Silver, Symbol, Inert Gas, Black Blood of the Earth
Ruby, Destiny, Silver, Hamidon Goo


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Crap on a cracker. And here I was the one who was giving the devs the benefit of the doubt to NOT MAKE THE TELEPAD REQUIRE HAMI GOO!!!

Grr.

Criminy sakes...the new base costs are enough to make me wanna rebuild the base to recoup costs. Thinkthinkthink...if I expand the size of the base from 8x12 to 12x16, assuming that would recover the prestige for the 8x12 plot size...make a new secure teleport bay in the new space, move all my present telepads there (and not waste frickin' valuable salvage rebuilding 8 arcane teleporters!)...

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Godamighty. Teleporters going from cheap and easy to "Delete one of these and you are out of the SG in a heartbeat!" That was intelligent. What happened to "We want to make things easier."

We already have all of ours, but I'm crafting a dozen extras, just in case, before I13 goes live.

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If Teleporters cost the same to make why not make a bunch now with old salvage and hold unto them till you need to place them?


 

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Plasma - I am seeing Tier 1 empowerment buffs as needing salvage so there is a cost. For example Tier 1 Arcane Empowerment Station has KB protection:
Luck Charm, Inanimate Carbon Rod
Rune, Scientific Theory
Fortune, Mathematic Proof

So I guess no freebies there.

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The Tier 1 empowerment station costs no salvage to construct. =)

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I believe they are referring to the cost of salvage for the buff, not the empowerment station

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If so Vorac posted the complete list =D


@PlasmaStream
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Posted

[ QUOTE ]
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Basic Telepad
Clockwork Winder, Temporal Sands, Simple Chemical, Psionic Manifestation
Alchemical Silver, Symbol, Inert Gas, Black Blood of the Earth
Ruby, Destiny, Silver, Hamidon Goo


[/ QUOTE ]
Crap on a cracker. And here I was the one who was giving the devs the benefit of the doubt to NOT MAKE THE TELEPAD REQUIRE HAMI GOO!!!

Grr.

Criminy sakes...the new base costs are enough to make me wanna rebuild the base to recoup costs. Thinkthinkthink...if I expand the size of the base from 8x12 to 12x16, assuming that would recover the prestige for the 8x12 plot size...make a new secure teleport bay in the new space, move all my present telepads there (and not waste frickin' valuable salvage rebuilding 8 arcane teleporters!)...

[/ QUOTE ]

Godamighty. Teleporters going from cheap and easy to "Delete one of these and you are out of the SG in a heartbeat!" That was intelligent. What happened to "We want to make things easier."

We already have all of ours, but I'm crafting a dozen extras, just in case, before I13 goes live.

[/ QUOTE ]

If Teleporters cost the same to make why not make a bunch now with old salvage and hold unto them till you need to place them?

[/ QUOTE ]Thats what I am doing.


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Thank You Devs for Merits!!!!

 

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Basic Telepad
Clockwork Winder, Temporal Sands, Simple Chemical, Psionic Manifestation
Alchemical Silver, Symbol, Inert Gas, Black Blood of the Earth
Ruby, Destiny, Silver, Hamidon Goo


[/ QUOTE ]
Crap on a cracker. And here I was the one who was giving the devs the benefit of the doubt to NOT MAKE THE TELEPAD REQUIRE HAMI GOO!!!

Grr.

Criminy sakes...the new base costs are enough to make me wanna rebuild the base to recoup costs. Thinkthinkthink...if I expand the size of the base from 8x12 to 12x16, assuming that would recover the prestige for the 8x12 plot size...make a new secure teleport bay in the new space, move all my present telepads there (and not waste frickin' valuable salvage rebuilding 8 arcane teleporters!)...

[/ QUOTE ]

Godamighty. Teleporters going from cheap and easy to "Delete one of these and you are out of the SG in a heartbeat!" That was intelligent. What happened to "We want to make things easier."

We already have all of ours, but I'm crafting a dozen extras, just in case, before I13 goes live.

[/ QUOTE ]

If Teleporters cost the same to make why not make a bunch now with old salvage and hold unto them till you need to place them?

[/ QUOTE ]Thats what I am doing.

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Me too


 

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[Because that's who is going to be loving this change. The rich get richer...and everyone else...doesn't.

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ZOMG! the game is copying the stock market crash!!! O.O

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That seems to be the point of this.

At least, it looks like it.


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Posted

Wow Thanks for the information PlasmaStream

*Sigh*

I'm going to be spending endless hours in my base now.

Selling everything and rebuying.


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Posted

So maybe it's because I don't have to focus on building a large base, but why the hatred for the new recipes? I understand the issue with the rare salvage, but I get rid of so much low and mid level rare salvage because it's pretty much worthless now.

Is it really that big of a deal for the larger base builders to go out, flashback a few low level missions and/or spend the a pittance in the WW for these things? I'm just not seeing why all the doom and gloom about this part.

Then again, I'm sitting on about 6 hami goos alone in my personal salvage storage, and I wouldn't blink to craft something our base needed with one of those, so maybe I'm just weird....


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For one of the recipes there is certainly a choice between high profit and a teleporter. For the other two recipes that is emphatically not the case.


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High profit is relative.

To a character that is NOT a marketeer and/or a flipper and rolling in oodles of Inf, 80k is a decent chunk of change for a couple sales.



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Buh-wha?
80K doesn't even buy 3 top-rank SOs, and it never did.
The only characters to whom 80K looks like a lot are those at level 15 or less.

And just HOW MUCH is the cost of placing the teleporter using influence? 7.5 million using the 500-1 inf-prestige conversion rate, right? If a teleporter's value is 7.5 million, I hardly think adding another 80K to its price is the game-breaking hardship you're making it out to be.

But hey, if it is- can I have your stuff?


Statesmonkey Sez: Lighten up! It's a game, for Lincoln's sake!
Also: Six years of casual play begins to look an awful lot like one year of hardcore play.

 

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Part IV Upkeep

New Rent is calculated by certain items you have in base.

Enhancement Storage: 100 Prestige
Inspiration Storage: 100 Prestige
Public Salvage Storage: 100 Prestige
Empowerment Tables: 100 Prestige

For each item you have in your base of the above its 100 prestige.

This means the max rent most bases will have is approximately 2000 (as there is no reason to keep lower level empowerment stations aside from decoration)


Vaults do NOT have a prestige upkeep associated with them, so most will truly only see 1900 rent per cycle.

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Previously there were other items besides these that had upkeep, I wouldn't be so sure that the Rent is going to stay "negligible" by the time I13 goes Live.

I don't think they've mentioned this in patch notes (not that I recall) I would wait a bit - before rejoicing about this...


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Posted

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Part IV Upkeep

New Rent is calculated by certain items you have in base.

Enhancement Storage: 100 Prestige
Inspiration Storage: 100 Prestige
Public Salvage Storage: 100 Prestige
Empowerment Tables: 100 Prestige

For each item you have in your base of the above its 100 prestige.

This means the max rent most bases will have is approximately 2000 (as there is no reason to keep lower level empowerment stations aside from decoration)


Vaults do NOT have a prestige upkeep associated with them, so most will truly only see 1900 rent per cycle.

[/ QUOTE ]

Previously there were other items besides these that had upkeep, I wouldn't be so sure that the Rent is going to stay "negligible" by the time I13 goes Live.

I don't think they've mentioned this in patch notes (not that I recall) I would wait a bit - before rejoicing about this...

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Yeah but...

The most expensive upkeep item found in closed beta was 300 for the Supercollider.

IF they stick with the program it's really hard to imagine that upkeep will come close to the first rent payment plateau we have now which I believe is 20K. The 2000 max figure statement may be incorrect however.

But if they don't stick with the program and go back to plot size or something, all bets are of course off.


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Posted

Even if they do go higher - it's still a pittance compared to what we pay now.


 

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Except for those with 8x8 plots...




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Posted

While I agree it's not "much" upkeep in the new system, it can be significant for the smaller groups, and still plan on avoiding upkeep by removing base functionality. If I don't run to pay often enough, I'll have even less functionality (that is, "none") under the current upkeep method, so..


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For one of the recipes there is certainly a choice between high profit and a teleporter. For the other two recipes that is emphatically not the case.


[/ QUOTE ]

High profit is relative.

To a character that is NOT a marketeer and/or a flipper and rolling in oodles of Inf, 80k is a decent chunk of change for a couple sales.



[/ QUOTE ]
Buh-wha?
80K doesn't even buy 3 top-rank SOs, and it never did.
The only characters to whom 80K looks like a lot are those at level 15 or less.

And just HOW MUCH is the cost of placing the teleporter using influence? 7.5 million using the 500-1 inf-prestige conversion rate, right? If a teleporter's value is 7.5 million, I hardly think adding another 80K to its price is the game-breaking hardship you're making it out to be.

But hey, if it is- can I have your stuff?

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If 80k isn't that big a deal, then the flippers should have no problem listing Luck Charms for 1-5k right? Since if 80k is chump change, then that piddly little 50k per would be no big deal for them to lose right?

But of course, the 80k's here, the 80k's there, they all start adding up don't they? But since that money goes to support your local Market PvPers, we should be fine with spending it...



 

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As far as Rent is concerned ... if the price for it is less than the prestige that can be generated by soloing a single radio mission then then entire concept of "rent" has lived past its usefulness and needs to be retired completely. It's a hassle at the "nuisance" level of gameplay, and thus quite unnecessary (not to mention, lacking in FUN factor).

Start charging Rent on all functional items placed into bases (including teleporters, beacons, power and control mains, AUX items, defenses and their AUXes) and you'll have a "respectable" Rent System if you insist on having a rent system at all.


It's the end. But the moment has been prepared for ...

 

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Is it really that big of a deal for the larger base builders to go out, flashback a few low level missions and/or spend the a pittance in the WW for these things?

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No, it isn't; and that's assuming they can't get the needed salvage from conversion of existing base salvage anyway.

I've looked at this whole thing six ways from Sunday, and I can't for the life of me figure out what all the lamenting is about.

Personal prediction, there won't even be widespread salvage shortages on the markets. There's too much base salvage piled up out there that's just ripe for conversion. I wouldn't be at all surprised if the opposite were true, and we had a short term salvage surplus.


 

Posted

Pittance? EVERY Tier 1 Arcane item calls for Luck Charms which fluctuate from about 8k apiece (minor) to 40k or more. That's NOW, not when the market gets slammed by dual-purposing salvage. And that's also ONE ingredient, for ONE TIER ONE item.

Unless drop rates are changed, this is nothing compared to the lamenting you will see when 13 goes live, and EVERY group with a base, not jut the ones on Test, is competing for these same resources for both base and IO crafting.

*EDIT*

Just rethought this a little- are we ending up with the same CHANCE for a salvage drop, but with only one table? That would have the effect of doubling INV salvage drop rates, essentially. If so, no prob.


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Just rethought this a little- are we ending up with the same CHANCE for a salvage drop, but with only one table? That would have the effect of doubling INV salvage drop rates, essentially. If so, no prob.

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NOPE
Plasma explained it here

Oh, and here's another way of looking at that list of TIER 1 arcane recipes


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Posted

Hi everyone,

been reading the thread but there is a question that hasn't been answered as far as I can tell (english isn't my mother tongue so i might not get all the nuances ):

1. if i precraft items (teleporters or AES or whatever) but don't place them in my base (i just stockpile them in my personal inventory) before i13, do I have them still in my inventory come i13 and will i be able to place them in my base?
2. If so, at which cost?

I'm assuming the answer to 1 is "yes" and the answer to 2 is "at the old cost" but I'd like to get a confirmation on that.

Thanks in advance


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I'm assuming the answer to 1 is "yes" and the answer to 2 is "at the old cost" but I'd like to get a confirmation on that.

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Your assumptions are correct.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

Thanks a lot!

Time to go craft then


@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker

 

Posted

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NOPE

Oh, and here's another way of looking at that list of TIER 1 arcane recipes

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Thanks for the feedback.

You don't say if those prices are from Live or Test, and I haven't personally had a chance to check it out. But if from Live, then those prices do NOT reflect the massive increased demands for Magical rares that will result when I13 goes live. Yes, I'm aware that you can 'craft', if you will, INV salvage from base salvage. At, IIR 40:1 for a rare. For a large group with many overstuffed salvage bins, this is a great deal. For smaller groups, or 'alts-only' sorts, this may very well result in the 'new cheaper' bases being far more expensive to add functionality to than before, at least until the initial 'feeding frenzy' dies down. And it'll be a boom market for farmers.

Unless I'm missing some piece of the puzzle- which is quite possible.


Things to remember:
-Common sense ain't;
-Overkill is the only kill;
-If someone asks if you're a god, run away.

 

Posted

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[ QUOTE ]

For one of the recipes there is certainly a choice between high profit and a teleporter. For the other two recipes that is emphatically not the case.


[/ QUOTE ]

High profit is relative.

To a character that is NOT a marketeer and/or a flipper and rolling in oodles of Inf, 80k is a decent chunk of change for a couple sales.



[/ QUOTE ]
Buh-wha?
80K doesn't even buy 3 top-rank SOs, and it never did.
The only characters to whom 80K looks like a lot are those at level 15 or less.

And just HOW MUCH is the cost of placing the teleporter using influence? 7.5 million using the 500-1 inf-prestige conversion rate, right? If a teleporter's value is 7.5 million, I hardly think adding another 80K to its price is the game-breaking hardship you're making it out to be.

But hey, if it is- can I have your stuff?

[/ QUOTE ]

If 80k isn't that big a deal, then the flippers should have no problem listing Luck Charms for 1-5k right? Since if 80k is chump change, then that piddly little 50k per would be no big deal for them to lose right?

But of course, the 80k's here, the 80k's there, they all start adding up don't they? But since that money goes to support your local Market PvPers, we should be fine with spending it...

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Do you have a point here?
My point is that, contrary to what you stated earlier, 80K is not in any relevant sense a large amount of influence.
Yours seems to be that paying that 80K to another player is somehow worse than paying it to the game.
Oh, the horror!


Statesmonkey Sez: Lighten up! It's a game, for Lincoln's sake!
Also: Six years of casual play begins to look an awful lot like one year of hardcore play.

 

Posted

What salvage is required to make the AES now? Also are auto docs any cheaper now? You don't have medical stuff listed.


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